diff options
| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/buttons.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/buttons.cpp')
| -rw-r--r-- | mp/src/game/server/buttons.cpp | 1587 |
1 files changed, 1587 insertions, 0 deletions
diff --git a/mp/src/game/server/buttons.cpp b/mp/src/game/server/buttons.cpp new file mode 100644 index 00000000..caab769d --- /dev/null +++ b/mp/src/game/server/buttons.cpp @@ -0,0 +1,1587 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Implements buttons.
+//
+//=============================================================================
+
+#include "cbase.h"
+#include "doors.h"
+#include "ndebugoverlay.h"
+#include "spark.h"
+#include "vstdlib/random.h"
+#include "engine/IEngineSound.h"
+#include "tier1/strtools.h"
+#include "buttons.h"
+#include "eventqueue.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+void PlayLockSounds( CBaseEntity *pEdict, locksound_t *pls, int flocked, int fbutton );
+string_t MakeButtonSound( int sound ); // get string of button sound number
+
+
+#define SF_BUTTON_DONTMOVE 1
+#define SF_ROTBUTTON_NOTSOLID 1
+#define SF_BUTTON_TOGGLE 32 // button stays pushed until reactivated
+#define SF_BUTTON_TOUCH_ACTIVATES 256 // Button fires when touched.
+#define SF_BUTTON_DAMAGE_ACTIVATES 512 // Button fires when damaged.
+#define SF_BUTTON_USE_ACTIVATES 1024 // Button fires when used.
+#define SF_BUTTON_LOCKED 2048 // Whether the button is initially locked.
+#define SF_BUTTON_SPARK_IF_OFF 4096 // button sparks in OFF state
+#define SF_BUTTON_JIGGLE_ON_USE_LOCKED 8192 // whether to jiggle if someone uses us when we're locked
+
+BEGIN_DATADESC( CBaseButton )
+
+ DEFINE_KEYFIELD( m_vecMoveDir, FIELD_VECTOR, "movedir" ),
+ DEFINE_FIELD( m_fStayPushed, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_fRotating, FIELD_BOOLEAN ),
+
+ DEFINE_FIELD( m_bLockedSound, FIELD_CHARACTER ),
+ DEFINE_FIELD( m_bLockedSentence, FIELD_CHARACTER ),
+ DEFINE_FIELD( m_bUnlockedSound, FIELD_CHARACTER ),
+ DEFINE_FIELD( m_bUnlockedSentence, FIELD_CHARACTER ),
+ DEFINE_FIELD( m_bLocked, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_sNoise, FIELD_SOUNDNAME ),
+ DEFINE_FIELD( m_flUseLockedTime, FIELD_TIME ),
+ DEFINE_FIELD( m_bSolidBsp, FIELD_BOOLEAN ),
+
+ DEFINE_KEYFIELD( m_sounds, FIELD_INTEGER, "sounds" ),
+
+// DEFINE_FIELD( m_ls, FIELD_SOUNDNAME ), // This is restored in Precache()
+// DEFINE_FIELD( m_nState, FIELD_INTEGER ),
+
+ // Function Pointers
+ DEFINE_FUNCTION( ButtonTouch ),
+ DEFINE_FUNCTION( ButtonSpark ),
+ DEFINE_FUNCTION( TriggerAndWait ),
+ DEFINE_FUNCTION( ButtonReturn ),
+ DEFINE_FUNCTION( ButtonBackHome ),
+ DEFINE_FUNCTION( ButtonUse ),
+
+ // Inputs
+ DEFINE_INPUTFUNC( FIELD_VOID, "Lock", InputLock ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "Unlock", InputUnlock ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "Press", InputPress ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "PressIn", InputPressIn ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "PressOut", InputPressOut ),
+
+ // Outputs
+ DEFINE_OUTPUT( m_OnDamaged, "OnDamaged" ),
+ DEFINE_OUTPUT( m_OnPressed, "OnPressed" ),
+ DEFINE_OUTPUT( m_OnUseLocked, "OnUseLocked" ),
+ DEFINE_OUTPUT( m_OnIn, "OnIn" ),
+ DEFINE_OUTPUT( m_OnOut, "OnOut" ),
+
+END_DATADESC()
+
+
+LINK_ENTITY_TO_CLASS( func_button, CBaseButton );
+
+
+
+void CBaseButton::Precache( void )
+{
+ // get door button sounds, for doors which require buttons to open
+ if (m_bLockedSound)
+ {
+ m_ls.sLockedSound = MakeButtonSound( (int)m_bLockedSound );
+ PrecacheScriptSound(m_ls.sLockedSound.ToCStr());
+ }
+
+ if (m_bUnlockedSound)
+ {
+ m_ls.sUnlockedSound = MakeButtonSound( (int)m_bUnlockedSound );
+ PrecacheScriptSound(m_ls.sUnlockedSound.ToCStr());
+ }
+
+ // get sentence group names, for doors which are directly 'touched' to open
+
+ switch (m_bLockedSentence)
+ {
+ case 1: m_ls.sLockedSentence = MAKE_STRING("NA"); break; // access denied
+ case 2: m_ls.sLockedSentence = MAKE_STRING("ND"); break; // security lockout
+ case 3: m_ls.sLockedSentence = MAKE_STRING("NF"); break; // blast door
+ case 4: m_ls.sLockedSentence = MAKE_STRING("NFIRE"); break; // fire door
+ case 5: m_ls.sLockedSentence = MAKE_STRING("NCHEM"); break; // chemical door
+ case 6: m_ls.sLockedSentence = MAKE_STRING("NRAD"); break; // radiation door
+ case 7: m_ls.sLockedSentence = MAKE_STRING("NCON"); break; // gen containment
+ case 8: m_ls.sLockedSentence = MAKE_STRING("NH"); break; // maintenance door
+ case 9: m_ls.sLockedSentence = MAKE_STRING("NG"); break; // broken door
+
+ default: m_ls.sLockedSentence = NULL_STRING; break;
+ }
+
+ switch (m_bUnlockedSentence)
+ {
+ case 1: m_ls.sUnlockedSentence = MAKE_STRING("EA"); break; // access granted
+ case 2: m_ls.sUnlockedSentence = MAKE_STRING("ED"); break; // security door
+ case 3: m_ls.sUnlockedSentence = MAKE_STRING("EF"); break; // blast door
+ case 4: m_ls.sUnlockedSentence = MAKE_STRING("EFIRE"); break; // fire door
+ case 5: m_ls.sUnlockedSentence = MAKE_STRING("ECHEM"); break; // chemical door
+ case 6: m_ls.sUnlockedSentence = MAKE_STRING("ERAD"); break; // radiation door
+ case 7: m_ls.sUnlockedSentence = MAKE_STRING("ECON"); break; // gen containment
+ case 8: m_ls.sUnlockedSentence = MAKE_STRING("EH"); break; // maintenance door
+
+ default: m_ls.sUnlockedSentence = NULL_STRING; break;
+ }
+
+ if ( m_sNoise != NULL_STRING )
+ {
+ PrecacheScriptSound( STRING( m_sNoise ) );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Cache user-entity-field values until spawn is called.
+// Input : szKeyName -
+// szValue -
+// Output : Returns true if handled, false if not.
+//-----------------------------------------------------------------------------
+bool CBaseButton::KeyValue( const char *szKeyName, const char *szValue )
+{
+ if (FStrEq(szKeyName, "locked_sound"))
+ {
+ m_bLockedSound = atof(szValue);
+ }
+ else if (FStrEq(szKeyName, "locked_sentence"))
+ {
+ m_bLockedSentence = atof(szValue);
+ }
+ else if (FStrEq(szKeyName, "unlocked_sound"))
+ {
+ m_bUnlockedSound = atof(szValue);
+ }
+ else if (FStrEq(szKeyName, "unlocked_sentence"))
+ {
+ m_bUnlockedSentence = atof(szValue);
+ }
+ else
+ {
+ return BaseClass::KeyValue( szKeyName, szValue );
+ }
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Locks the button. If locked, the button will play the locked sound
+// when the player tries to use it.
+//-----------------------------------------------------------------------------
+void CBaseButton::Lock()
+{
+ m_bLocked = true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Unlocks the button, making it able to be pressed again.
+//-----------------------------------------------------------------------------
+void CBaseButton::Unlock()
+{
+ m_bLocked = false;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Locks the button. If locked, the button will play the locked sound
+// when the player tries to use it.
+//-----------------------------------------------------------------------------
+void CBaseButton::InputLock( inputdata_t &inputdata )
+{
+ Lock();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Unlocks the button, making it able to be pressed again.
+//-----------------------------------------------------------------------------
+void CBaseButton::InputUnlock( inputdata_t &inputdata )
+{
+ Unlock();
+}
+
+
+//-----------------------------------------------------------------------------
+// Presses or unpresses the button.
+//-----------------------------------------------------------------------------
+void CBaseButton::Press( CBaseEntity *pActivator, BUTTON_CODE eCode )
+{
+ if ( ( eCode == BUTTON_PRESS ) && ( m_toggle_state == TS_GOING_UP || m_toggle_state == TS_GOING_DOWN ) )
+ {
+ return;
+ }
+
+ if ( ( eCode == BUTTON_ACTIVATE ) && ( m_toggle_state == TS_GOING_UP || m_toggle_state == TS_AT_TOP ) )
+ {
+ return;
+ }
+
+ if ( ( eCode == BUTTON_RETURN ) && ( m_toggle_state == TS_GOING_DOWN || m_toggle_state == TS_AT_BOTTOM ) )
+ {
+ return;
+ }
+
+ // FIXME: consolidate all the button press code into one place!
+ if (m_bLocked)
+ {
+ // play button locked sound
+ PlayLockSounds(this, &m_ls, TRUE, TRUE);
+ return;
+ }
+
+ // Temporarily disable the touch function, until movement is finished.
+ SetTouch( NULL );
+
+ if ( ( ( eCode == BUTTON_PRESS ) && ( m_toggle_state == TS_AT_TOP ) ) ||
+ ( ( eCode == BUTTON_RETURN ) && ( m_toggle_state == TS_AT_TOP || m_toggle_state == TS_GOING_UP ) ) )
+ {
+ if ( m_sNoise != NULL_STRING )
+ {
+ CPASAttenuationFilter filter( this );
+
+ EmitSound_t ep;
+ ep.m_nChannel = CHAN_VOICE;
+ ep.m_pSoundName = (char*)STRING(m_sNoise);
+ ep.m_flVolume = 1;
+ ep.m_SoundLevel = SNDLVL_NORM;
+
+ EmitSound( filter, entindex(), ep );
+ }
+
+ m_OnPressed.FireOutput(pActivator, this);
+ ButtonReturn();
+ }
+ else if ( ( eCode == BUTTON_PRESS ) ||
+ ( ( eCode == BUTTON_ACTIVATE ) && ( m_toggle_state == TS_AT_BOTTOM || m_toggle_state == TS_GOING_DOWN ) ) )
+ {
+ m_OnPressed.FireOutput(pActivator, this);
+ ButtonActivate();
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Presses the button.
+//-----------------------------------------------------------------------------
+void CBaseButton::InputPress( inputdata_t &inputdata )
+{
+ Press( inputdata.pActivator, BUTTON_PRESS );
+}
+
+
+//-----------------------------------------------------------------------------
+// Presses the button, sending it to the top/pressed position.
+//-----------------------------------------------------------------------------
+void CBaseButton::InputPressIn( inputdata_t &inputdata )
+{
+ Press( inputdata.pActivator, BUTTON_ACTIVATE );
+}
+
+
+//-----------------------------------------------------------------------------
+// Unpresses the button, sending it to the unpressed/bottom position.
+//-----------------------------------------------------------------------------
+void CBaseButton::InputPressOut( inputdata_t &inputdata )
+{
+ Press( inputdata.pActivator, BUTTON_RETURN );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: We have been damaged. Possibly activate, depending on our flags.
+// Input : pInflictor -
+// pAttacker -
+// flDamage -
+// bitsDamageType -
+// Output :
+//-----------------------------------------------------------------------------
+int CBaseButton::OnTakeDamage( const CTakeDamageInfo &info )
+{
+ m_OnDamaged.FireOutput(m_hActivator, this);
+
+ // dvsents2: remove obselete health keyvalue from func_button
+ if (!HasSpawnFlags(SF_BUTTON_DAMAGE_ACTIVATES) && (m_iHealth == 0))
+ {
+ return(0);
+ }
+
+ BUTTON_CODE code = ButtonResponseToTouch();
+
+ if ( code == BUTTON_NOTHING )
+ return 0;
+
+ m_hActivator = info.GetAttacker();
+
+ // dvsents2: why would activator be NULL here?
+ if ( m_hActivator == NULL )
+ return 0;
+
+ if (m_bLocked)
+ {
+ return(0);
+ }
+
+ // Temporarily disable the touch function, until movement is finished.
+ SetTouch( NULL );
+
+ if ( code == BUTTON_RETURN )
+ {
+ if ( m_sNoise != NULL_STRING )
+ {
+ CPASAttenuationFilter filter( this );
+
+ EmitSound_t ep;
+ ep.m_nChannel = CHAN_VOICE;
+ ep.m_pSoundName = (char*)STRING(m_sNoise);
+ ep.m_flVolume = 1;
+ ep.m_SoundLevel = SNDLVL_NORM;
+
+ EmitSound( filter, entindex(), ep );
+ }
+
+ m_OnPressed.FireOutput(m_hActivator, this);
+ ButtonReturn();
+ }
+ else
+ {
+ // code == BUTTON_ACTIVATE
+ m_OnPressed.FireOutput(m_hActivator, this);
+ ButtonActivate( );
+ }
+
+ return 0;
+}
+
+
+void CBaseButton::Spawn( )
+{
+ //----------------------------------------------------
+ //determine sounds for buttons
+ //a sound of 0 should not make a sound
+ //----------------------------------------------------
+ if ( m_sounds )
+ {
+ m_sNoise = MakeButtonSound( m_sounds );
+ PrecacheScriptSound(m_sNoise.ToCStr());
+ }
+ else
+ {
+ m_sNoise = NULL_STRING;
+ }
+
+ Precache();
+
+ if ( HasSpawnFlags( SF_BUTTON_SPARK_IF_OFF ) )// this button should spark in OFF state
+ {
+ SetThink ( &CBaseButton::ButtonSpark );
+ SetNextThink( gpGlobals->curtime + 0.5f );// no hurry, make sure everything else spawns
+ }
+
+ // Convert movedir from angles to a vector
+ QAngle angMoveDir = QAngle( m_vecMoveDir.x, m_vecMoveDir.y, m_vecMoveDir.z );
+ AngleVectors( angMoveDir, &m_vecMoveDir );
+
+ SetMoveType( MOVETYPE_PUSH );
+ SetSolid( SOLID_BSP );
+ SetModel( STRING( GetModelName() ) );
+
+ if (m_flSpeed == 0)
+ {
+ m_flSpeed = 40;
+ }
+
+ m_takedamage = DAMAGE_YES;
+
+ if (m_flWait == 0)
+ {
+ m_flWait = 1;
+ }
+
+ if (m_flLip == 0)
+ {
+ m_flLip = 4;
+ }
+
+ m_toggle_state = TS_AT_BOTTOM;
+ m_vecPosition1 = GetLocalOrigin();
+
+ // Subtract 2 from size because the engine expands bboxes by 1 in all directions making the size too big
+ Vector vecButtonOBB = CollisionProp()->OBBSize();
+ vecButtonOBB -= Vector( 2, 2, 2 );
+ m_vecPosition2 = m_vecPosition1 + (m_vecMoveDir * (DotProductAbs( m_vecMoveDir, vecButtonOBB ) - m_flLip));
+
+ // Is this a non-moving button?
+ if ( ((m_vecPosition2 - m_vecPosition1).Length() < 1) || HasSpawnFlags(SF_BUTTON_DONTMOVE) )
+ {
+ m_vecPosition2 = m_vecPosition1;
+ }
+
+ m_fStayPushed = (m_flWait == -1 ? TRUE : FALSE);
+ m_fRotating = FALSE;
+
+ if (HasSpawnFlags(SF_BUTTON_LOCKED))
+ {
+ m_bLocked = true;
+ }
+
+ //
+ // If using activates the button, set its use function.
+ //
+ if (HasSpawnFlags(SF_BUTTON_USE_ACTIVATES))
+ {
+ SetUse(&CBaseButton::ButtonUse);
+ }
+ else
+ {
+ SetUse(NULL);
+ }
+
+ //
+ // If touching activates the button, set its touch function.
+ //
+ if (HasSpawnFlags(SF_BUTTON_TOUCH_ACTIVATES))
+ {
+ SetTouch( &CBaseButton::ButtonTouch );
+ }
+ else
+ {
+ SetTouch ( NULL );
+ }
+
+ CreateVPhysics();
+}
+
+//-----------------------------------------------------------------------------
+
+bool CBaseButton::CreateVPhysics()
+{
+ VPhysicsInitShadow( false, false );
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Button sound table.
+// Also used by CBaseDoor to get 'touched' door lock/unlock sounds
+// Input : sound - index of sound to look up.
+// Output : Returns a pointer to the corresponding sound file.
+//-----------------------------------------------------------------------------
+string_t MakeButtonSound( int sound )
+{
+ char tmp[1024];
+ Q_snprintf( tmp, sizeof(tmp), "Buttons.snd%d", sound );
+ return AllocPooledString(tmp);
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Think function that emits sparks at random intervals.
+//-----------------------------------------------------------------------------
+void CBaseButton::ButtonSpark ( void )
+{
+ SetThink ( &CBaseButton::ButtonSpark );
+ SetNextThink( gpGlobals->curtime + 0.1 + random->RandomFloat ( 0, 1.5 ) );// spark again at random interval
+
+ DoSpark( this, WorldSpaceCenter(), 1, 1, true, vec3_origin );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Called when someone uses us whilst we are locked.
+//-----------------------------------------------------------------------------
+bool CBaseButton::OnUseLocked( CBaseEntity *pActivator )
+{
+ PlayLockSounds(this, &m_ls, TRUE, TRUE);
+
+ if ( gpGlobals->curtime > m_flUseLockedTime )
+ {
+ m_OnUseLocked.FireOutput( pActivator, this );
+ m_flUseLockedTime = gpGlobals->curtime + 0.5;
+ return true;
+ }
+
+ return false;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Use function that starts the button moving.
+// Input : pActivator -
+// pCaller -
+// useType -
+// value -
+//-----------------------------------------------------------------------------
+void CBaseButton::ButtonUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
+{
+ // Ignore touches if button is moving, or pushed-in and waiting to auto-come-out.
+ // UNDONE: Should this use ButtonResponseToTouch() too?
+ if (m_toggle_state == TS_GOING_UP || m_toggle_state == TS_GOING_DOWN )
+ return;
+
+ if (m_bLocked)
+ {
+ OnUseLocked( pActivator );
+ return;
+ }
+
+ m_hActivator = pActivator;
+
+ if ( m_toggle_state == TS_AT_TOP)
+ {
+ //
+ // If it's a toggle button it can return now. Otherwise, it will either
+ // return on its own or will stay pressed indefinitely.
+ //
+ if ( HasSpawnFlags(SF_BUTTON_TOGGLE))
+ {
+ if ( m_sNoise != NULL_STRING )
+ {
+ CPASAttenuationFilter filter( this );
+
+ EmitSound_t ep;
+ ep.m_nChannel = CHAN_VOICE;
+ ep.m_pSoundName = (char*)STRING(m_sNoise);
+ ep.m_flVolume = 1;
+ ep.m_SoundLevel = SNDLVL_NORM;
+
+ EmitSound( filter, entindex(), ep );
+ }
+
+ m_OnPressed.FireOutput(m_hActivator, this);
+ ButtonReturn();
+ }
+ }
+ else
+ {
+ m_OnPressed.FireOutput(m_hActivator, this);
+ ButtonActivate( );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Returns a code indicating how the button should respond to being touched.
+// Output : Returns one of the following:
+// BUTTON_NOTHING - do nothing
+// BUTTON_RETURN -
+// BUTTON_ACTIVATE - act as if pressed
+//-----------------------------------------------------------------------------
+CBaseButton::BUTTON_CODE CBaseButton::ButtonResponseToTouch( void )
+{
+ // Ignore touches if button is moving, or pushed-in and waiting to auto-come-out.
+ if (m_toggle_state == TS_GOING_UP ||
+ m_toggle_state == TS_GOING_DOWN ||
+ (m_toggle_state == TS_AT_TOP && !m_fStayPushed && !HasSpawnFlags(SF_BUTTON_TOGGLE) ) )
+ return BUTTON_NOTHING;
+
+ if (m_toggle_state == TS_AT_TOP)
+ {
+ if ( HasSpawnFlags(SF_BUTTON_TOGGLE) && !m_fStayPushed)
+ {
+ return BUTTON_RETURN;
+ }
+ }
+ else
+ return BUTTON_ACTIVATE;
+
+ return BUTTON_NOTHING;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Touch function that activates the button if it responds to touch.
+// Input : pOther - The entity that touched us.
+//-----------------------------------------------------------------------------
+void CBaseButton::ButtonTouch( CBaseEntity *pOther )
+{
+ // Ignore touches by anything but players
+ if ( !pOther->IsPlayer() )
+ return;
+
+ m_hActivator = pOther;
+
+ BUTTON_CODE code = ButtonResponseToTouch();
+
+ if ( code == BUTTON_NOTHING )
+ return;
+
+ if (!UTIL_IsMasterTriggered(m_sMaster, pOther) || m_bLocked)
+ {
+ // play button locked sound
+ PlayLockSounds(this, &m_ls, TRUE, TRUE);
+ return;
+ }
+
+ // Temporarily disable the touch function, until movement is finished.
+ SetTouch( NULL );
+
+ if ( code == BUTTON_RETURN )
+ {
+ if ( m_sNoise != NULL_STRING )
+ {
+ CPASAttenuationFilter filter( this );
+
+ EmitSound_t ep;
+ ep.m_nChannel = CHAN_VOICE;
+ ep.m_pSoundName = (char*)STRING(m_sNoise);
+ ep.m_flVolume = 1;
+ ep.m_SoundLevel = SNDLVL_NORM;
+
+ EmitSound( filter, entindex(), ep );
+ }
+
+ m_OnPressed.FireOutput(m_hActivator, this);
+ ButtonReturn();
+ }
+ else
+ {
+ // code == BUTTON_ACTIVATE
+ m_OnPressed.FireOutput(m_hActivator, this);
+ ButtonActivate( );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Starts the button moving "in/up".
+// Input : *pOther -
+//-----------------------------------------------------------------------------
+void CBaseButton::ButtonActivate( void )
+{
+ if ( m_sNoise != NULL_STRING )
+ {
+ CPASAttenuationFilter filter( this );
+
+ EmitSound_t ep;
+ ep.m_nChannel = CHAN_VOICE;
+ ep.m_pSoundName = (char*)STRING(m_sNoise);
+ ep.m_flVolume = 1;
+ ep.m_SoundLevel = SNDLVL_NORM;
+
+ EmitSound( filter, entindex(), ep );
+ }
+
+ if (!UTIL_IsMasterTriggered(m_sMaster, m_hActivator) || m_bLocked)
+ {
+ // button is locked, play locked sound
+ PlayLockSounds(this, &m_ls, TRUE, TRUE);
+ return;
+ }
+ else
+ {
+ // button is unlocked, play unlocked sound
+ PlayLockSounds(this, &m_ls, FALSE, TRUE);
+ }
+
+ ASSERT(m_toggle_state == TS_AT_BOTTOM);
+ m_toggle_state = TS_GOING_UP;
+
+ SetMoveDone( &CBaseButton::TriggerAndWait );
+ if (!m_fRotating)
+ LinearMove( m_vecPosition2, m_flSpeed);
+ else
+ AngularMove( m_vecAngle2, m_flSpeed);
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Enables or disables the use capability based on our spawnflags.
+//-----------------------------------------------------------------------------
+int CBaseButton::ObjectCaps(void)
+{
+ return((BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) |
+ (HasSpawnFlags(SF_BUTTON_USE_ACTIVATES) ? (FCAP_IMPULSE_USE | FCAP_USE_IN_RADIUS) : 0));
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Button has reached the "pressed/top" position. Fire its OnIn output,
+// and pause before returning to "unpressed/bottom".
+//-----------------------------------------------------------------------------
+void CBaseButton::TriggerAndWait( void )
+{
+ ASSERT(m_toggle_state == TS_GOING_UP);
+
+ if (!UTIL_IsMasterTriggered(m_sMaster, m_hActivator) || m_bLocked)
+ {
+ return;
+ }
+
+ m_toggle_state = TS_AT_TOP;
+
+ //
+ // Re-instate touches if the button is of the toggle variety.
+ //
+ if (m_fStayPushed || HasSpawnFlags(SF_BUTTON_TOGGLE ) )
+ {
+ if (HasSpawnFlags(SF_BUTTON_TOUCH_ACTIVATES))
+ {
+ SetTouch(&CBaseButton::ButtonTouch);
+ }
+ else
+ {
+ // BUGBUG: ALL buttons no longer respond to touch
+ SetTouch (NULL);
+ }
+ }
+
+ //
+ // If button automatically comes back out, start it moving out.
+ //
+ else
+ {
+ SetNextThink( gpGlobals->curtime + m_flWait );
+ SetThink( &CBaseButton::ButtonReturn );
+ }
+
+ m_nState = 1; // use alternate textures
+
+ m_OnIn.FireOutput(m_hActivator, this);
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Starts the button moving "out/down".
+//-----------------------------------------------------------------------------
+void CBaseButton::ButtonReturn( void )
+{
+ ASSERT(m_toggle_state == TS_AT_TOP);
+ m_toggle_state = TS_GOING_DOWN;
+
+ SetMoveDone( &CBaseButton::ButtonBackHome );
+ if (!m_fRotating)
+ LinearMove( m_vecPosition1, m_flSpeed);
+ else
+ AngularMove( m_vecAngle1, m_flSpeed);
+
+ m_nState = 0; // use normal textures
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Button has returned to the "unpressed/bottom" position. Fire its
+// OnOut output and stop moving.
+//-----------------------------------------------------------------------------
+void CBaseButton::ButtonBackHome( void )
+{
+ ASSERT(m_toggle_state == TS_GOING_DOWN);
+ m_toggle_state = TS_AT_BOTTOM;
+
+ m_OnOut.FireOutput(m_hActivator, this);
+
+ //
+ // Re-instate touch method, movement cycle is complete.
+ //
+ if (HasSpawnFlags(SF_BUTTON_TOUCH_ACTIVATES))
+ {
+ SetTouch( &CBaseButton::ButtonTouch );
+ }
+ else
+ {
+ // BUGBUG: ALL buttons no longer respond to touch
+ SetTouch ( NULL );
+ }
+
+ // reset think for a sparking button
+ if (HasSpawnFlags( SF_BUTTON_SPARK_IF_OFF ) )
+ {
+ SetThink ( &CBaseButton::ButtonSpark );
+ SetNextThink( gpGlobals->curtime + 0.5f );// no hurry
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+int CBaseButton::DrawDebugTextOverlays()
+{
+ int text_offset = BaseClass::DrawDebugTextOverlays();
+
+ if (m_debugOverlays & OVERLAY_TEXT_BIT)
+ {
+ static const char *pszStates[] =
+ {
+ "Pressed",
+ "Unpressed",
+ "Pressing...",
+ "Unpressing...",
+ "<UNKNOWN STATE>",
+ };
+
+ char tempstr[255];
+
+ int nState = m_toggle_state;
+ if ( ( nState < 0 ) || ( nState > 3 ) )
+ {
+ nState = 4;
+ }
+
+ Q_snprintf( tempstr, sizeof(tempstr), "State: %s", pszStates[nState] );
+ EntityText( text_offset, tempstr, 0 );
+ text_offset++;
+
+ Q_snprintf( tempstr, sizeof(tempstr), "%s", m_bLocked ? "Locked" : "Unlocked" );
+ EntityText( text_offset, tempstr, 0 );
+ text_offset++;
+ }
+ return text_offset;
+}
+
+
+//
+// Rotating button (aka "lever")
+//
+LINK_ENTITY_TO_CLASS( func_rot_button, CRotButton );
+
+
+void CRotButton::Spawn( void )
+{
+ //----------------------------------------------------
+ //determine sounds for buttons
+ //a sound of 0 should not make a sound
+ //----------------------------------------------------
+ if ( m_sounds )
+ {
+ m_sNoise = MakeButtonSound( m_sounds );
+ PrecacheScriptSound(m_sNoise.ToCStr());
+ }
+ else
+ {
+ m_sNoise = NULL_STRING;
+ }
+
+ // set the axis of rotation
+ CBaseToggle::AxisDir();
+
+ // check for clockwise rotation
+ if ( HasSpawnFlags( SF_DOOR_ROTATE_BACKWARDS) )
+ {
+ m_vecMoveAng = m_vecMoveAng * -1;
+ }
+
+ SetMoveType( MOVETYPE_PUSH );
+
+#ifdef HL1_DLL
+ SetSolid( SOLID_BSP );
+#else
+ SetSolid( SOLID_VPHYSICS );
+#endif
+ if ( HasSpawnFlags( SF_ROTBUTTON_NOTSOLID ) )
+ {
+ AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );
+ AddSolidFlags( FSOLID_NOT_SOLID );
+ }
+
+ SetModel( STRING( GetModelName() ) );
+
+ if (m_flSpeed == 0)
+ m_flSpeed = 40;
+
+ if (m_flWait == 0)
+ m_flWait = 1;
+
+ if (m_iHealth > 0)
+ {
+ m_takedamage = DAMAGE_YES;
+ }
+
+ m_toggle_state = TS_AT_BOTTOM;
+ m_vecAngle1 = GetLocalAngles();
+ m_vecAngle2 = GetLocalAngles() + m_vecMoveAng * m_flMoveDistance;
+ ASSERTSZ(m_vecAngle1 != m_vecAngle2, "rotating button start/end positions are equal\n");
+
+ m_fStayPushed = (m_flWait == -1 ? TRUE : FALSE);
+ m_fRotating = TRUE;
+
+ SetUse(&CRotButton::ButtonUse);
+
+ //
+ // If touching activates the button, set its touch function.
+ //
+ if (!HasSpawnFlags(SF_BUTTON_TOUCH_ACTIVATES))
+ {
+ SetTouch ( NULL );
+ }
+ else
+ {
+ SetTouch( &CRotButton::ButtonTouch );
+ }
+
+ CreateVPhysics();
+}
+
+
+bool CRotButton::CreateVPhysics( void )
+{
+ VPhysicsInitShadow( false, false );
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// CMomentaryRotButton spawnflags
+//-----------------------------------------------------------------------------
+#define SF_MOMENTARY_DOOR 1
+#define SF_MOMENTARY_NOT_USABLE 2
+#define SF_MOMENTARY_AUTO_RETURN 16
+
+
+BEGIN_DATADESC( CMomentaryRotButton )
+
+ DEFINE_FIELD( m_lastUsed, FIELD_INTEGER ),
+ DEFINE_FIELD( m_start, FIELD_VECTOR ),
+ DEFINE_FIELD( m_end, FIELD_VECTOR ),
+ DEFINE_FIELD( m_IdealYaw, FIELD_FLOAT ),
+ DEFINE_FIELD( m_sNoise, FIELD_SOUNDNAME ),
+ DEFINE_FIELD( m_bUpdateTarget, FIELD_BOOLEAN ),
+
+ DEFINE_KEYFIELD( m_direction, FIELD_INTEGER, "StartDirection" ),
+ DEFINE_KEYFIELD( m_returnSpeed, FIELD_FLOAT, "returnspeed" ),
+ DEFINE_KEYFIELD( m_flStartPosition, FIELD_FLOAT, "StartPosition"),
+ DEFINE_KEYFIELD( m_bSolidBsp, FIELD_BOOLEAN, "solidbsp" ),
+
+ // Function Pointers
+ DEFINE_FUNCTION( UseMoveDone ),
+ DEFINE_FUNCTION( ReturnMoveDone ),
+ DEFINE_FUNCTION( SetPositionMoveDone ),
+ DEFINE_FUNCTION( UpdateThink ),
+
+ // Inputs
+ DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPosition", InputSetPosition ),
+ DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPositionImmediately", InputSetPositionImmediately ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "_DisableUpdateTarget", InputDisableUpdateTarget ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "_EnableUpdateTarget", InputEnableUpdateTarget ),
+
+ // Outputs
+ DEFINE_OUTPUT( m_Position, "Position" ),
+ DEFINE_OUTPUT( m_OnUnpressed, "OnUnpressed" ),
+ DEFINE_OUTPUT( m_OnFullyClosed, "OnFullyClosed" ),
+ DEFINE_OUTPUT( m_OnFullyOpen, "OnFullyOpen" ),
+ DEFINE_OUTPUT( m_OnReachedPosition, "OnReachedPosition" ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
+ DEFINE_FIELD( m_bDisabled, FIELD_BOOLEAN )
+
+END_DATADESC()
+
+
+LINK_ENTITY_TO_CLASS( momentary_rot_button, CMomentaryRotButton );
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Called when spawning, after keyvalues have been handled.
+//-----------------------------------------------------------------------------
+void CMomentaryRotButton::Spawn( void )
+{
+ CBaseToggle::AxisDir();
+
+ m_bUpdateTarget = true;
+
+ if ( m_flSpeed == 0 )
+ {
+ m_flSpeed = 100;
+ }
+
+ // Clamp start position and issue bounds warning
+ if (m_flStartPosition < 0.0f || m_flStartPosition > 1.0f)
+ {
+ Warning("WARNING: Momentary door (%s) start position not between 0 and 1. Clamping.\n",GetDebugName());
+ m_flStartPosition = clamp(m_IdealYaw, 0.f, 1.f);
+ }
+
+ // Check direction fields (for backward compatibility)
+ if (m_direction != 1 && m_direction != -1)
+ {
+ m_direction = 1;
+ }
+
+ if (m_flMoveDistance < 0)
+ {
+ m_vecMoveAng = m_vecMoveAng * -1;
+ m_flMoveDistance = -m_flMoveDistance;
+ }
+
+ m_start = GetLocalAngles() - m_vecMoveAng * m_flMoveDistance * m_flStartPosition;
+ m_end = GetLocalAngles() + m_vecMoveAng * m_flMoveDistance * (1-m_flStartPosition);
+
+ m_IdealYaw = m_flStartPosition;
+
+ // Force start direction at end points
+ if (m_flStartPosition == 0.0)
+ {
+ m_direction = -1;
+ }
+ else if (m_flStartPosition == 1.0)
+ {
+ m_direction = 1;
+ }
+
+ if (HasSpawnFlags(SF_BUTTON_LOCKED))
+ {
+ m_bLocked = true;
+ }
+
+ if ( HasSpawnFlags( SF_BUTTON_USE_ACTIVATES ) )
+ {
+ if ( m_sounds )
+ {
+ m_sNoise = MakeButtonSound( m_sounds );
+ PrecacheScriptSound(m_sNoise.ToCStr());
+ }
+ else
+ {
+ m_sNoise = NULL_STRING;
+ }
+
+ m_lastUsed = 0;
+ UpdateTarget(0,this);
+ }
+
+#ifdef HL1_DLL
+ SetSolid( SOLID_BSP );
+#else
+ SetSolid( SOLID_VPHYSICS );
+#endif
+ if (HasSpawnFlags(SF_ROTBUTTON_NOTSOLID))
+ {
+ AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );
+ AddSolidFlags( FSOLID_NOT_SOLID );
+ }
+
+ SetMoveType( MOVETYPE_PUSH );
+ SetModel( STRING( GetModelName() ) );
+
+ CreateVPhysics();
+
+ // Slam the object back to solid - if we really want it to be solid.
+ if ( m_bSolidBsp )
+ {
+ SetSolid( SOLID_BSP );
+ }
+
+ m_bDisabled = false;
+}
+
+int CMomentaryRotButton::ObjectCaps( void )
+{
+ int flags = BaseClass::ObjectCaps();
+ if (!HasSpawnFlags(SF_BUTTON_USE_ACTIVATES))
+ {
+ return flags;
+ }
+ else
+ {
+ return (flags | FCAP_CONTINUOUS_USE | FCAP_USE_IN_RADIUS);
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CMomentaryRotButton::CreateVPhysics( void )
+{
+ VPhysicsInitShadow( false, false );
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CMomentaryRotButton::PlaySound( void )
+{
+ if ( m_sNoise == NULL_STRING )
+ return;
+
+ CPASAttenuationFilter filter( this );
+
+ EmitSound_t ep;
+ ep.m_nChannel = CHAN_VOICE;
+ ep.m_pSoundName = (char*)STRING(m_sNoise);
+ ep.m_flVolume = 1;
+ ep.m_SoundLevel = SNDLVL_NORM;
+
+ EmitSound( filter, entindex(), ep );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Returns a given angular position as a value along our motion from 0 to 1.
+// Input : vecAngles -
+//-----------------------------------------------------------------------------
+float CMomentaryRotButton::GetPos( const QAngle &vecAngles )
+{
+ float flScale = 1;
+ if (( m_vecMoveAng[0] < 0 ) || ( m_vecMoveAng[1] < 0 ) || ( m_vecMoveAng[2] < 0 ))
+ {
+ flScale = -1;
+ }
+
+ float flPos = flScale * CBaseToggle::AxisDelta( m_spawnflags, vecAngles, m_start ) / m_flMoveDistance;
+ return( clamp( flPos, 0.f, 1.f ));
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose :
+// Input : flPosition
+//------------------------------------------------------------------------------
+void CMomentaryRotButton::InputSetPosition( inputdata_t &inputdata )
+{
+ m_IdealYaw = clamp( inputdata.value.Float(), 0.f, 1.f );
+
+ float flCurPos = GetPos( GetLocalAngles() );
+ if ( flCurPos < m_IdealYaw )
+ {
+ // Moving forward (from start to end).
+ SetLocalAngularVelocity( m_flSpeed * m_vecMoveAng );
+ m_direction = 1;
+ }
+ else if ( flCurPos > m_IdealYaw )
+ {
+ // Moving backward (from end to start).
+ SetLocalAngularVelocity( -m_flSpeed * m_vecMoveAng );
+ m_direction = -1;
+ }
+ else
+ {
+ // We're there already; nothing to do.
+ SetLocalAngularVelocity( vec3_angle );
+ return;
+ }
+
+ SetMoveDone( &CMomentaryRotButton::SetPositionMoveDone );
+
+ SetThink( &CMomentaryRotButton::UpdateThink );
+ SetNextThink( gpGlobals->curtime );
+
+ //
+ // Think again in 0.1 seconds or the time that it will take us to reach our movement goal,
+ // whichever is the shorter interval. This prevents us from overshooting and stuttering when we
+ // are told to change position in very small increments.
+ //
+ QAngle vecNewAngles = m_start + m_vecMoveAng * ( m_IdealYaw * m_flMoveDistance );
+ float flAngleDelta = fabs( AxisDelta( m_spawnflags, vecNewAngles, GetLocalAngles() ));
+ float dt = flAngleDelta / m_flSpeed;
+ if ( dt < TICK_INTERVAL )
+ {
+ dt = TICK_INTERVAL;
+ float speed = flAngleDelta / TICK_INTERVAL;
+ SetLocalAngularVelocity( speed * m_vecMoveAng * m_direction );
+ }
+ dt = clamp( dt, TICK_INTERVAL, TICK_INTERVAL * 6);
+
+ SetMoveDoneTime( dt );
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose :
+// Input : flPosition
+//------------------------------------------------------------------------------
+void CMomentaryRotButton::InputSetPositionImmediately( inputdata_t &inputdata )
+{
+ m_IdealYaw = clamp( inputdata.value.Float(), 0.f, 1.f );
+ SetLocalAngles( m_start + m_vecMoveAng * ( m_IdealYaw * m_flMoveDistance ) );
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose: Turns off target updates so that we can change the wheel's position
+// without changing the target's position. Used for jiggling when locked.
+//------------------------------------------------------------------------------
+void CMomentaryRotButton::InputDisableUpdateTarget( inputdata_t &inputdata )
+{
+ m_bUpdateTarget = false;
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose: Turns target updates back on (after jiggling).
+//------------------------------------------------------------------------------
+void CMomentaryRotButton::InputEnableUpdateTarget( inputdata_t &inputdata )
+{
+ m_bUpdateTarget = true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Locks the button. If locked, the button will play the locked sound
+// when the player tries to use it.
+//-----------------------------------------------------------------------------
+void CMomentaryRotButton::Lock()
+{
+ BaseClass::Lock();
+
+ SetLocalAngularVelocity( vec3_angle );
+ SetMoveDoneTime( -1 );
+ SetMoveDone( NULL );
+
+ SetNextThink( TICK_NEVER_THINK );
+ SetThink( NULL );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Unlocks the button, making it able to be pressed again.
+//-----------------------------------------------------------------------------
+void CMomentaryRotButton::Unlock()
+{
+ BaseClass::Unlock();
+
+ SetMoveDone( &CMomentaryRotButton::ReturnMoveDone );
+
+ // Delay before autoreturn.
+ SetMoveDoneTime( 0.1f );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Fires the appropriate outputs at the extremes of motion.
+//-----------------------------------------------------------------------------
+void CMomentaryRotButton::OutputMovementComplete( void )
+{
+ if (m_IdealYaw == 1.0)
+ {
+ m_OnFullyClosed.FireOutput(this, this);
+ }
+ else if (m_IdealYaw == 0.0)
+ {
+ m_OnFullyOpen.FireOutput(this, this);
+ }
+
+ m_OnReachedPosition.FireOutput( this, this );
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose: MoveDone function for the SetPosition input handler. Tracks our
+// progress toward a movement goal and updates our outputs.
+//------------------------------------------------------------------------------
+void CMomentaryRotButton::SetPositionMoveDone(void)
+{
+ float flCurPos = GetPos( GetLocalAngles() );
+
+ if ((( flCurPos >= m_IdealYaw ) && ( m_direction == 1 )) ||
+ (( flCurPos <= m_IdealYaw ) && ( m_direction == -1 )))
+ {
+ //
+ // We reached or surpassed our movement goal.
+ //
+ SetLocalAngularVelocity( vec3_angle );
+ // BUGBUG: Won't this get the player stuck?
+ SetLocalAngles( m_start + m_vecMoveAng * ( m_IdealYaw * m_flMoveDistance ) );
+ SetNextThink( TICK_NEVER_THINK );
+ SetMoveDoneTime( -1 );
+ UpdateTarget( m_IdealYaw, this );
+ OutputMovementComplete();
+ return;
+ }
+
+ // TODO: change this to use a Think function like ReturnThink.
+ QAngle vecNewAngles = m_start + m_vecMoveAng * ( m_IdealYaw * m_flMoveDistance );
+ float flAngleDelta = fabs( AxisDelta( m_spawnflags, vecNewAngles, GetLocalAngles() ));
+ float dt = flAngleDelta / m_flSpeed;
+ if ( dt < TICK_INTERVAL )
+ {
+ dt = TICK_INTERVAL;
+ float speed = flAngleDelta / TICK_INTERVAL;
+ SetLocalAngularVelocity( speed * m_vecMoveAng * m_direction );
+ }
+ dt = clamp( dt, TICK_INTERVAL, TICK_INTERVAL * 6);
+
+ SetMoveDoneTime( dt );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : pActivator -
+// pCaller -
+// useType -
+// value -
+//-----------------------------------------------------------------------------
+void CMomentaryRotButton::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
+{
+ if ( m_bDisabled == true )
+ return;
+
+ if (m_bLocked)
+ {
+ if ( OnUseLocked( pActivator ) && HasSpawnFlags( SF_BUTTON_JIGGLE_ON_USE_LOCKED ) )
+ {
+ // Jiggle two degrees.
+ float flDist = 2.0 / m_flMoveDistance;
+
+ // Must be first!
+ g_EventQueue.AddEvent( this, "_DisableUpdateTarget", 0, this, this );
+
+ variant_t value;
+ value.SetFloat( flDist );
+ g_EventQueue.AddEvent( this, "SetPosition", value, 0.01, this, this );
+
+ value.SetFloat( 0.0 );
+ g_EventQueue.AddEvent( this, "SetPosition", value, 0.1, this, this );
+
+ value.SetFloat( 0.5 * flDist );
+ g_EventQueue.AddEvent( this, "SetPosition", value, 0.2, this, this );
+
+ value.SetFloat( 0.0 );
+ g_EventQueue.AddEvent( this, "SetPosition", value, 0.3, this, this );
+
+ // Must be last! And must be late enough to cover the settling time.
+ g_EventQueue.AddEvent( this, "_EnableUpdateTarget", 0.5, this, this );
+ }
+
+ return;
+ }
+
+ //
+ // Reverse our direction and play movement sound every time the player
+ // pauses between uses.
+ //
+ bool bPlaySound = false;
+
+ if ( !m_lastUsed )
+ {
+ bPlaySound = true;
+ m_direction = -m_direction;
+
+ //Alert that we've been pressed
+ m_OnPressed.FireOutput( m_hActivator, this );
+ }
+
+ m_lastUsed = 1;
+
+ float flPos = GetPos( GetLocalAngles() );
+ UpdateSelf( flPos, bPlaySound );
+
+ //
+ // Think every frame while we are moving.
+ // HACK: Don't reset the think time if we already have a pending think.
+ // This works around an issue with host_thread_mode > 0 when the player's
+ // clock runs ahead of the server.
+ //
+ if ( !m_pfnThink )
+ {
+ SetThink( &CMomentaryRotButton::UpdateThink );
+ SetNextThink( gpGlobals->curtime );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Handles changing direction at the extremes of our range of motion
+// and updating our avelocity while being used by the player.
+// Input : value - Number from 0 to 1 indicating our desired position within
+// our range of motion, 0 = start, 1 = end.
+//-----------------------------------------------------------------------------
+void CMomentaryRotButton::UpdateSelf( float value, bool bPlaySound )
+{
+ //
+ // Set our move clock to 0.1 seconds in the future so we stop spinning unless we are
+ // used again before then.
+ //
+ SetMoveDoneTime( 0.1 );
+
+ //
+ // If we hit the end, zero our avelocity and snap to the end angles.
+ //
+ if ( m_direction > 0 && value >= 1.0 )
+ {
+ SetLocalAngularVelocity( vec3_angle );
+ SetLocalAngles( m_end );
+
+ m_OnFullyClosed.FireOutput(this, this);
+ return;
+ }
+ //
+ // If we returned to the start, zero our avelocity and snap to the start angles.
+ //
+ else if ( m_direction < 0 && value <= 0 )
+ {
+ SetLocalAngularVelocity( vec3_angle );
+ SetLocalAngles( m_start );
+
+ m_OnFullyOpen.FireOutput(this, this);
+ return;
+ }
+
+ if ( bPlaySound )
+ {
+ PlaySound();
+ }
+
+ SetLocalAngularVelocity( ( m_direction * m_flSpeed ) * m_vecMoveAng );
+ SetMoveDone( &CMomentaryRotButton::UseMoveDone );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Updates the value of our position, firing any targets.
+// Input : value - New position, from 0 - 1.
+//-----------------------------------------------------------------------------
+void CMomentaryRotButton::UpdateTarget( float value, CBaseEntity *pActivator )
+{
+ if ( !m_bUpdateTarget )
+ return;
+
+ if (m_Position.Get() != value)
+ {
+ m_Position.Set(value, pActivator, this);
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Handles the end of motion caused by player use.
+//-----------------------------------------------------------------------------
+void CMomentaryRotButton::UseMoveDone( void )
+{
+ SetLocalAngularVelocity( vec3_angle );
+
+ // Make sure our targets stop where we stopped.
+ float flPos = GetPos( GetLocalAngles() );
+ UpdateTarget( flPos, this );
+
+ // Alert that we've been unpressed
+ m_OnUnpressed.FireOutput( m_hActivator, this );
+
+ m_lastUsed = 0;
+
+ if ( !HasSpawnFlags( SF_BUTTON_TOGGLE ) && m_returnSpeed > 0 )
+ {
+ SetMoveDone( &CMomentaryRotButton::ReturnMoveDone );
+ m_direction = -1;
+
+ // Delay before autoreturn.
+ SetMoveDoneTime( 0.1f );
+ }
+ else
+ {
+ SetThink( NULL );
+ SetMoveDone( NULL );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: MoveDone function for rotating back to the start position.
+//-----------------------------------------------------------------------------
+void CMomentaryRotButton::ReturnMoveDone( void )
+{
+ float value = GetPos( GetLocalAngles() );
+ if ( value <= 0 )
+ {
+ //
+ // Got back to the start, stop spinning.
+ //
+ SetLocalAngularVelocity( vec3_angle );
+ SetLocalAngles( m_start );
+
+ UpdateTarget( 0, NULL );
+
+ SetMoveDoneTime( -1 );
+ SetMoveDone( NULL );
+
+ SetNextThink( TICK_NEVER_THINK );
+ SetThink( NULL );
+ }
+ else
+ {
+ SetLocalAngularVelocity( -m_returnSpeed * m_vecMoveAng );
+ SetMoveDoneTime( 0.1f );
+
+ SetThink( &CMomentaryRotButton::UpdateThink );
+ SetNextThink( gpGlobals->curtime + 0.01f );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Think function for updating target as we move.
+//-----------------------------------------------------------------------------
+void CMomentaryRotButton::UpdateThink( void )
+{
+ float value = GetPos( GetLocalAngles() );
+ UpdateTarget( value, NULL );
+ SetNextThink( gpGlobals->curtime );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Draw any debug text overlays
+// Output : Current text offset from the top
+//-----------------------------------------------------------------------------
+int CMomentaryRotButton::DrawDebugTextOverlays(void)
+{
+ int text_offset = BaseClass::DrawDebugTextOverlays();
+
+ if (m_debugOverlays & OVERLAY_TEXT_BIT)
+ {
+ char tempstr[255];
+
+ Q_snprintf(tempstr,sizeof(tempstr),"QAngle: %.2f %.2f %.2f", GetLocalAngles()[0], GetLocalAngles()[1], GetLocalAngles()[2]);
+ EntityText(text_offset,tempstr,0);
+ text_offset++;
+
+ Q_snprintf(tempstr,sizeof(tempstr),"AVelocity: %.2f %.2f %.2f", GetLocalAngularVelocity()[0], GetLocalAngularVelocity()[1], GetLocalAngularVelocity()[2]);
+ EntityText(text_offset,tempstr,0);
+ text_offset++;
+
+ Q_snprintf(tempstr,sizeof(tempstr),"Target Pos: %3.3f",m_IdealYaw);
+ EntityText(text_offset,tempstr,0);
+ text_offset++;
+
+ float flCurPos = GetPos(GetLocalAngles());
+ Q_snprintf(tempstr,sizeof(tempstr),"Current Pos: %3.3f",flCurPos);
+ EntityText(text_offset,tempstr,0);
+ text_offset++;
+
+ Q_snprintf(tempstr,sizeof(tempstr),"Direction: %s",(m_direction == 1) ? "Forward" : "Backward");
+ EntityText(text_offset,tempstr,0);
+ text_offset++;
+
+ }
+ return text_offset;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Input hander that starts the spawner
+//-----------------------------------------------------------------------------
+void CMomentaryRotButton::InputEnable( inputdata_t &inputdata )
+{
+ Enable();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Input hander that stops the spawner
+//-----------------------------------------------------------------------------
+void CMomentaryRotButton::InputDisable( inputdata_t &inputdata )
+{
+ Disable();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Start the spawner
+//-----------------------------------------------------------------------------
+void CMomentaryRotButton::Enable( void )
+{
+ m_bDisabled = false;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Stop the spawner
+//-----------------------------------------------------------------------------
+void CMomentaryRotButton::Disable( void )
+{
+ m_bDisabled = true;
+}
\ No newline at end of file |